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Post by Rabbit on May 20, 2009 11:05:01 GMT -5
FYI. I have made some edits/additions to the first post in this thread.
Nothing that you do not already know about but I wanted to tweek it so we have an up to date blurb.
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Post by reefwood on May 20, 2009 11:24:08 GMT -5
Rabbit... will new characters start @ 2nd level? If so, should we use standard 2nd-level starting wealth?
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Post by Rabbit on May 20, 2009 11:59:26 GMT -5
Rabbit... will new characters start @ 2nd level? If so, should we use standard 2nd-level starting wealth? People making new characters should make 2nd level characters, but use 1st level starting wealth. Michael, you should level Ziff up to 2nd level. {edit} Also, it is very likely that news of recent events are going to spread throughout the valley and even beyond. so if people want to take that into consideration for new character creation they can. Of course, being from the valley still works great.
Though to specifics remain vague: Rumors will spread of missing miners, intruding monsters, and some sort of curse on the mines... the plague continues its devistation on Duvik's Pass which only fuels the speculation that dark forces are at hand.
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Post by reefwood on May 20, 2009 13:48:41 GMT -5
Here's what I've got brewing for a possible human ranger... he is part of a loose knit organization/band that has taken up responsibility in keeping the wilds safe. I'm thinking they operate beyond the great wall in the mountains. Some of their duties may include escorting honest travelers, hunting down abominations, and whatever else may make sense. I'm pretty open to the parameters of this group. Maybe they operate only in this region or the across the entire continent... or using other measurements - only in this kingdom or only in the wilds between various kingdoms/nations/etc. Anyway, my guy isn't the most sociable (low Cha... switched it w/ Int for the skill pts), so he prefers not to do escorting. In the past couple years, he has taken up to being somewhat of a loner, and something about his past has led him to be good at hunting goblinoids (favored enemy), so as a result, he has been charged with overseeing the mountains were the goblins live just north of the wall... because maybe they sometimes cause trouble and/or accidentally release unnatural creatures with their tunnel digging. He probably knows about Duvik's Pass but rarely goes there since he usually lives off the land. Maybe he goes back every six months to pick up a few supplies, so if it works better one way or the other, maybe he doesn't even know about the plague yet... I guess it also depends how far it has spread.
Anyway, that's what poured out of my head this morning & just now. If some of it needs to be reigned in or altered to fit into this world or game (i.e. the band isn't loose knit and actually serves the king or someone/thing else, or whatever else), I'm cool with that.
In terms of character interaction, his low Cha may make him a bit gruff personally... not in an intentional jerk kind of way but maybe brash, like telling slow folks to hurry up not because he's annoyed with them but because he wants to get to wherever as quickly as possible (if getting there fast is important, otherwise, it wouldn't matter). And he'd probably hold some respect for the druid, but if he realizes how crazy the little guy is, it may become more that he just humors him and is willing to put with more since the little crazy guy is a druid.
Here's a first draft of the potential ranger:
COMBAT STATS Hit Points: 11+1d8+3 Initiative: +3 Speed: 30 ft AC: 13 (flat-footed 10, touch 13) BA/G: +2 / +5 Weapon #1: Short sword +6 melee (1d6+3; 19-20/x2) Weapon #2: Throwing Axe +5 melee or ranged @ 10 ft (1d6+3; x2) Weapon #3: Guisarme +5 melee reach @ 10 ft (2d4+4; x3) Full Attack: Short swords +4/+4 melee (1d6+3; 19-20/x2) Trip: Guisarme +5 melee touch (1d20+3 Str)
SKILLS [Abil+Ranks+Syn+Misc]: (6+2)x4 = 32+4 human = 36 + (6+2)+1 human = 45 skill points *Denotes Trained Only ^Apply Armor Check Penalty: -0 Appraise 2+0+0+0 = +2 ^Balance 3+0+0+0 = +3 Bluff -1+0+0+0 = -1 ^Climb 3+5+0+0 = +8 Concentration 3+0+0+0 = +3 Craft (______) 2+0+0+0 = +2 *Decipher Script 2+0+0+0 = n/a Diplomacy -1+0+0+0 = -1 *Disable Device 2+0+0+0 = n/a Disguise -1+0+0+0 = -1 ^Escape Artist 3+0+0+0 = +3 Forgery 2+0+0+0 = +2 Gather Info -1+0+0+0 = -1 *Handle Animal -1+0+0+0 = n/a Heal 2+0+0+0 = +2 ^Hide 3+5+0+0 = +8 Intimidate -1+0+0+0 = -1 ^Jump 3+0+0+0 = +3 *Knowledge (dungeoneering) 2+5+0+0 = +7 *Knowledge (geography) 2+0+0+0 = +0 *Knowledge (nature) 2+5+0+2 = +9 Listen 2+5+0+0 = +7 ^Move Silently 3+5+0+0 = +8 *Open Lock 3+0+0+0 = n/a Perform (______) -1+0+0+0 = -1 Profession (______) 2+0+0+0 = n/a Ride 3+5+0+0 = +8 Search 2+0+0+0 = +2 Sense Motive 2+0+0+0 = +2 *^Sleight of Hand 3+0+0+0 = n/a *Spellcraft 2+0+0+0 = n/a Spot 2+5+0+0 = +7 Survival 2+5+0+0/2 above/2 under = +7 / +9 above or underground ^Swim 3+0+0+0 = +3 *^Tumble 3+0+0+0 = n/a *Use Magic Device -1+0+0+0 = n/a Use Rope 3+0+0+0 = +3
FEATS 1) Weapon Focus: Short sword [1st-level] 2) Dodge or Toughness or Quick Draw [Human bonus] 3) Track [Ran1 bonus] 4) Two-Weapon Fighting [Ran2 bonus]
CLASS ABILITIES 1) Favored Enemy: Humanoid (goblinoid) 2) Wild Empathy 1d20+1
RACIAL TRAITS (Human) 1) Bonus feat 2) Bonus skills 3) Favored Class: Any
LANGUAGES 1) Common 2) Sylvan 3) Goblin
EQUIPMENT Item (Weight) Short sword #1 (2 lb) - 10 gp Short sword #2 (2 lb) - 10 gp Throwing Axe #1 (2 lb) - 8 gp Throwing Axe #2 (2 lb) - 8 gp Ranseur (12 lb) - 9 gp
LOAD Light: 86 lb Medium: 173 lb Heavy: 260 lb Current: 20 lb
COIN -45 PP: GP: SP: CP:
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Post by reefwood on May 20, 2009 14:51:35 GMT -5
Here's a slightly tweaked version of the ranger. The main difference is his Weapon Focus on throwing axes and taking the Quick Draw feat to increase the versatility of his two-weapon fighting while allowing him to instantly refill his hands with weapons even if he throws both axes. Also, I corrected the second attack to only include half Str modifier to damage.
Name - Ran2 [Human] Alignment: ?? Hit Dice: 2 Exp: 1,000
Age: Sex: M Height: Weight: Eyes: Hair: Other Features:
ABILITY SCORES Str 17 (+3) Dex 17 (+3) Con 16 (+3) Int 15 (+2) Wis 15 (+2) Cha 9 (-1)
SAVES [Ability + Class + Misc] Fortitude: 3+3+0 = +6 Reflex: 3+3+0 = +6 Will: 2+0+0 = +0
COMBAT STATS Hit Points: 11+1d8+3 Initiative: +3 Speed: 30 ft AC: 16 (flat-footed 13, touch 13) BA/G: +2 / +5 Weapon #1: Throwing Axe +6 melee or ranged @ 10 ft (1d6+3; x2) Weapon #2: Guisarme +5 melee (2d4+4; x3) w/ 10-ft reach Weapon #3: Shortbow +5 ranged (1d6; x2) @ 60 ft Full Attack: Throwing Axes +4/+4 melee or ranged (1d6+3; x2 / 1d6+1; x2) Trip: Guisarme +5 melee touch (1d20+3 Str)
SKILLS [Abil+Ranks+Syn+Misc]: (6+2)x4 = 32+4 human = 36 + (6+2)+1 human = 45 skill points *Denotes Trained Only ^Apply Armor Check Penalty: -1 Appraise 2+0+0+0 = +2 ^Balance 3+0+0-1 = +2 Bluff -1+0+0+0 = -1 ^Climb 3+5+0-1 = +7 Concentration 3+0+0+0 = +3 Craft (______) 2+0+0+0 = +2 *Decipher Script 2+0+0+0 = n/a Diplomacy -1+0+0+0 = -1 *Disable Device 2+0+0+0 = n/a Disguise -1+0+0+0 = -1 ^Escape Artist 3+0+0-1 = +2 Forgery 2+0+0+0 = +2 Gather Info -1+0+0+0 = -1 *Handle Animal -1+0+0+0 = n/a Heal 2+0+0+0 = +2 ^Hide 3+5+0-1 = +7 Intimidate -1+0+0+0 = -1 ^Jump 3+4+0-1 = +6 *Knowledge (dungeoneering) 2+5+0+0 = +7 *Knowledge (geography) 2+1+0+0 = +3 *Knowledge (nature) 2+5+0+2 = +9 Listen 2+5+0+0 = +7 ^Move Silently 3+5+0-1 = +7 *Open Lock 3+0+0+0 = n/a Perform (______) -1+0+0+0 = -1 Profession (______) 2+0+0+0 = n/a Ride 3+0+0+0 = +3 Search 2+0+0+0 = +2 Sense Motive 2+0+0+0 = +2 *^Sleight of Hand 3+0+0-1 = n/a *Spellcraft 2+0+0+0 = n/a Spot 2+5+0+0 = +7 Survival 2+5+0+0/2 above/2 under = +7 / +9 above or underground ^Swim 3+0+0-2 = +1 *^Tumble 3+0+0+0 = n/a *Use Magic Device -1+0+0+0 = n/a Use Rope 3+0+0+0 = +3
FEATS 1) Weapon Focus: Throwing Axe [1st-level] 2) Quick Draw [Human bonus] 3) Track [Ran1 bonus] 4) Two-Weapon Fighting [Ran2 bonus]
CLASS ABILITIES 1) Favored Enemy: Humanoid (goblinoid) 2) Wild Empathy 1d20+1
RACIAL TRAITS (Human) 1) Bonus feat 2) Bonus skills 3) Favored Class: Any
LANGUAGES 1) Common 2) Sylvan 3) Goblin
EQUIPMENT Item (Weight) Studded Leather (20 lb) - 25 gp Throwing Axe #1 (2 lb) - 8 gp Throwing Axe #2 (2 lb) - 8 gp Throwing Axe #3 (2 lb) - 8 gp Throwing Axe #4 (2 lb) - 8 gp Ranseur (12 lb) - 9 gp Shortbow (2 lb) - 30 gp Arrows x20 (3 lb) - 1 gp Buckler (5 lb) - 15 gp Rope, hempen 50 ft (10 lb) - 1 gp Grappling hook (4 lb) - 1 gp Backpack (2 lb) - 2 gp Sunrod x2 (2 lb) - 4 gp Caltrops (2 lb) - 1 gp
LOAD Light: 86 lb Medium: 173 lb Heavy: 260 lb Current: 70 lb
COIN: 6d4x10 = 13x10 = 130 -57 = 73 -55 = 18 gp -1 -1 -2 -4 = 10 gp -1 PP: GP: 9 SP: CP:
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Post by Rabbit on May 20, 2009 15:08:59 GMT -5
The kingdom has a long standing tradition of enlisting privateers to do many of these activities. They give bonuses out to groups and individuals that are able to provide information or tangibles that prove to be valuable to the kingdom’s interest and welfare. What privateers find more appealing is the Letter of Clearance. This document gives official permission and encouragement to, “destroy or confiscate all items, equipment, intelligence, and/or any other valuables belonging to hostile members of hostile races.” The language of this document is intentionally vague and 'Heroes' and scoundrels both have both taken advantage of it throughout the years.
Does that work?
That sounds about right.
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Post by Enric on May 20, 2009 15:53:05 GMT -5
I'm definitely thinking a lot about a human cleric. He'd maybe be a follower of Pelor who had recently arrived in Duvik's Pass to help plague victims, but then heard about all these other, darker rumors. I imagine him to be probably a middle-aged human who'd spent his life thus far in the rank-and-file of the clergy, but was galvanized into adventuring by this crisis. As a result, he doesn't have any actual adventuring experience, but a great deal of wisdom and warmth as a result of being a little older and having a bit more... perspective on life, I guess? Would that be okay, Rabbit?
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Post by Rabbit on May 20, 2009 16:45:39 GMT -5
I'm definitely thinking a lot about a human cleric. He'd maybe be a follower of Pelor who had recently arrived in Duvik's Pass to help plague victims, but then heard about all these other, darker rumors. I imagine him to be probably a middle-aged human who'd spent his life thus far in the rank-and-file of the clergy, but was galvanized into adventuring by this crisis. As a result, he doesn't have any actual adventuring experience, but a great deal of wisdom and warmth as a result of being a little older and having a bit more... perspective on life, I guess? Would that be okay, Rabbit? That sounds great. To the Southwest is a medium sized port city, Marsh Bay. Your character could have easily spent most of his life here. Perhaps his only real travel was going to the capital further inland south for seminary school, and between cities in well established civilized lands? Marsh Bay has a few Temples dedicated to the Sun God and while your time is kept productive with tasks and even important duties you may not have yet felt needed. You caught news about the sickness in Duvik’s Pass and a request for volunteers from the ranks of your order. Perhaps seeing this as a chance to do some real good you sign up? Does that work with your ideas? Feel free to tweak.
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Post by michael on May 20, 2009 17:38:51 GMT -5
And he'd probably hold some respect for the druid, but if he realizes how crazy the little guy is, it may become more that he just humors him and is willing to put with more since the little crazy guy is a druid. I don't think I'll be playing Ziff as crazy anymore. He used to be someone that craved adventure, and he let his imagination run wild with it. This experience has definitely had a sobering effect on him. I was thinking today how appropriate this character change is for Ziff. I'd initially envisioned him as a little Don Quixote, and in the second half of that story, the Man of La Mancha regains his sanity and spends the rest of his life consumed by melancholy.
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Post by reefwood on May 20, 2009 18:01:39 GMT -5
The kingdom has a long standing tradition of enlisting privateers to do many of these activities. They give bonuses out to groups and individuals that are able to provide information or tangibles that prove to be valuable to the kingdom’s interest and welfare. What privateers find more appealing is the Letter of Clearance. This document gives official permission and encouragement to, “destroy or confiscate all items, equipment, intelligence, and/or any other valuables belonging to hostile members of hostile races.” The language of this document is intentionally vague and 'Heroes' and scoundrels both have both taken advantage of it throughout the years. Does that work? That totally works. Maybe I'll make this guy with a straight up Neutral alignment. He won't be a hero or scoundrel, just doing what he needs to stay alive, along with that which may peak his interest.
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Post by Rabbit on May 20, 2009 18:49:28 GMT -5
reefwood and enric, I know it is only the first day after the last session but are you two pretty set on the characters you have mentioned? At least the back stories? If so I can start writting up a little in-character segement you can reply to. If you want to hold off and keep brainstorming on character ideas that is fine, too. Just let me know. (nice in-character post michael, I will be working on something for you soon as well.) incivad, any thoughts on a character? No hurry.
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Post by reefwood on May 20, 2009 19:19:45 GMT -5
reefwood and enric, I know it is only the first day after the last session but are you two pretty set on the characters you have mentioned? At least the back stories? If so I can start writting up a little in-character segement you can reply to. If you want to hold off and keep brainstorming on character ideas that is fine, too. Just let me know. I'd like to sit on my idea for a couple days, but I should be able to let you know by the weekend.
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Post by Enric on May 21, 2009 11:00:01 GMT -5
Rabbit - yeah, I think I'm pretty set on a NG human cleric of Pelor. I started rolling him up this morning, but I had a couple of questions. One is that I rolled him up as usual, but since I want him to be about forty years old, I made the adjustments for aging to his ability scores as per the PHB. Is that okay? Also, I would like him to have brewing experience as part of his prior life. Should I put points into Craft or Profession? I'd prefer the latter, as it's Wisdom-based, but I'm fine with either.
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Post by Rabbit on May 21, 2009 11:26:58 GMT -5
Rabbit - yeah, I think I'm pretty set on a NG human cleric of Pelor. I started rolling him up this morning, but I had a couple of questions. One is that I rolled him up as usual, but since I want him to be about forty years old, I made the adjustments for aging to his ability scores as per the PHB. Is that okay? Also, I would like him to have brewing experience as part of his prior life. Should I put points into Craft or Profession? I'd prefer the latter, as it's Wisdom-based, but I'm fine with either. I am fine with making the age adjustments in the ability scores. And you can do craft (brewing) or profession (brewer), which ever you want I am fine with.
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Post by icnivad on May 21, 2009 17:18:41 GMT -5
I'm leaning toward making a kobold. An "expert" brought in from Marsh Bay to deal with the unexpected kobold problem in the mines.
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